Introduction
The topic of beam weapons comes up every once in a while as there are several current and potential future ships that should have access to them. I've seen a lot of good ideas, but I've yet to find one that I think fits perfectly with the flavor and intent of beam weapons. So I wanted to propose the following and explain my reasoning behind my choices. I don't claim to have come up with any of these ideas; I'm just trying to put together the ones that I think are the best.
Criteria/Constraints:
1. Existing ships that should have access to beam weapons include: Aggressor, Firespray, Lambda, TIE Defender (did I miss any?)
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We have three options for giving ships access to beam weapons: create a new beam weapon slot, use the existing system slot, or use the existing cannon slot. A new beam weapon slot could prove tricky. Usually new slots are added via titles or modifications, and are limited to a specific ship type. Since there are at least four existing ships that should have access to this slot, it would be difficult to introduce a new type of slot for beam weapons. At first glance, the system slot seems like a good fit, but neither the Firespray nor TIE Defender have that slot, and there are several ships with system slots that probably shouldn't have access to beam weapons. So that leaves us with the cannon slot. This actually works out pretty well since all the ships that should have beam weapons already have a cannon slot, and it gives some good options to the Aggressor which is the first ship to have multiple cannon slots. Using the cannon slot also opens up beam weapons to B-Wings, YT-2000s, and Scyks; but it's not hard to imagine that those ships would be good candidates for beam weapons in their respective factions so I think it's okay.
2. Beam weapons affect a target ship and don't typically do any physical damage. This makes them a perfect fit for filling a support role much like the HWK and Lambda were intended to fill.
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The support role involves buffing allies and debuffing enemies rather than doing direct damage. This means that any abilities we give to beam weapons could involve applying stress, reducing stats, denying actions, removing tokens, etc.
3. Beam weapons require energy from the ship and effort from the pilot to keep the ship they are "beaming" in front of them for the duration of the beam.
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This criteria rules out the beam weapon being a passive boost that is always on. Ideally a ship using a beam weapon should still be able to attack their target too. So that really just leaves the beam weapon requiring an action to use. This actually works out very nicely because it gives the Aggressor a way of using both cannon slots in the same round (one to debuff and the other to attack) and gives more options for Experimental Interface.
So with all of that criteria in mind, here are my ideal beam weapons...
Tractor Beam
Action: Choose 1 enemy ship at Range 1 that is within your firing arc. Until the end of the round, reduce the chosen ship's agility value by 1 (to a minimum of 0). You may remove 1 evade token from the chosen ship.
Cannon Slot
Cost: 4 or 5 (subject to change based on playtesting)
The small tractor beams that go on little ships aren't very powerful. In the computer games which people probably most remember them from the tractor beam wasn't capable of redirecting an enemy ship. As such, you'll notice that I don't have anything on here that affects the maneuverability of the ship itself, and so it doesn't encroach on the role of the ion token at all. It does limit a ship's ability to dodge attacks, though, which I think fits the flavor much better since the small tractor beams were created to make it easier to hit very agile fighters. I imagine it being particularly effective against Phantoms, Interceptors, and A-Wings.
Jamming Beam
Action: Choose 1 enemy ship at Range 1 that is within your firing arc. Until the end of the round, reduce the chosen ship's primary weapon value by 1 ( to a minimum of 0). You may remove 1 focus token or 1 blue target lock token from the chosen ship.
Cannon Slot
Cost: 3 or 4 (subject to change based on playtesting)
The jamming beam is meant to shut down a target's offensive ability. It only reduces the attack value of the primary weapon, but the ability to remove a focus or target lock from the target can greatly hinder secondary weapons too. The jamming beam works great as a jousting tool, but it can also be used by relatively cheap ships to chase and reduce the effectiveness of your opponent's top aces while your more expensive ships focus on taking down the rest of the enemy squad.